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Squashed commit of the following: commit 9dbb855441c5b777bca9808280c8600e78e2363a Author: lspdC <961907320@qq.com> Date: Wed Apr 6 00:41:10 2022 +0800 4.5 简单UI动画 完成老虎boss战 场景切换会导致武器切换bug,排查中 commit f29c5c2a4cec3f062bdd6bbfd9bbb365188023d0 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:45:27 2022 +0800 4.2(已合并) 合并分支 commit aed35a5f956c1f4cce30bd86cdb40bd0773d0322 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:36:12 2022 +0800 4.2(未合并) 1、调整老虎动画,可以在简单的逻辑下连贯播放 2、修正开局没有武器会报错的bug,第一关倒下的树的树叶可以遮挡玩家。 commit 4383c04279f5a4270a3abe3b9f4cf67b4d133965 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:35:01 2022 +0800 4.1(合并后) 整合摄像机等 commit 48e7207d351cfdb9363db27c0f8c1aba91fc05d9 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:19:50 2022 +0800 4.1(未合并) commit 6154ddfbb4db880c270f650d090b47263e388cfd Author: lspdC <961907320@qq.com> Date: Thu Mar 31 00:17:09 2022 +0800 3.30 更新落雷动画,修复手持武器位置 明天整合摄像头并最后校对第一关场景和元素的大小比例 commit 28b3246896099b84afc84a05e39b581facfacce2 Author: lspdC <961907320@qq.com> Date: Mon Mar 28 11:24:23 2022 +0800 3.28(修改了京力酱场景内的player 不会报错) commit 399d8d91d968ef2e4538fc22acf2e5c9089f95cf Author: lspdC <961907320@qq.com> Date: Sun Mar 27 19:27:24 2022 +0800 3.27 整合了移动,受伤,与树、火交互的动画 物体绑定位置和部分动画衔接还有待进一步调整。 commit 76c1cf529eee651619a9542b85a90bdfe8d0bed1 Author: lspdC <961907320@qq.com> Date: Sat Mar 26 19:18:13 2022 +0800 3.26 下载美术动画素材 进一步整合中(预计还要整合一段时间,houdini还没做喵) commit 3771f6a9c19e37e50f62e5e054f2aefd94af9965 Author: lspdC <961907320@qq.com> Date: Fri Mar 25 23:39:57 2022 +0800 3.25 合并分支 commit c9c9ab412170ffd32a12b0660858625856aa3244 Author: lspdC <961907320@qq.com> Date: Thu Mar 24 22:11:29 2022 +0800 3.24 完成除boss战以外交互,逐步整合美术素材 commit 2a2a11e8514ab67008c85b25b6703888f1ed8824 Author: lspdC <961907320@qq.com> Date: Tue Mar 22 22:15:12 2022 +0800 3.22 完成了跟踪雷击与玩家的碰撞判定,玩家的受击反馈 击碎石头那边还有bug,明天再改 commit db3134349aaabb0ba0aaa64e43851ee0d6812fa0 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:51:46 2022 +0800 3.21(和霄酱搅在一起了喵) commit d5836fec13668bd6a00ab8e9377f3959d86ab037 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:49:15 2022 +0800 3.21(未合并) 完成火焰,碎石交互,武器升级替换。 设置好打雷演出框架,自动追击的雷击框架,尚未加入碰撞判定。 commit 698339a63c5ad608945a2e5702b7b216c97245c3 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:28:11 2022 +0800 3.20 和京力交融之后的版本 commit 44c4946a717cd915dae1c92cb536031abf2f9343 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:24:29 2022 +0800 3.20 整理了树木交互,写了个具体互动物品的基类。 创建了火类,实现火焰交互示意(拿上木棍才能成功交互)。 commit 1b5d15c2d2c98a71d12a79c9443d9cf4c89c7f40 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 14:43:08 2022 +0800 sb coding # Conflicts: # Assets/Animate/Thunder/LightActing.anim # Assets/Animate/Tree/TreeByFrame.anim # Assets/Prefabs/着火.prefab # Assets/Prefabs/石刀.prefab # Assets/Prefabs/石斧.prefab # Assets/Prefabs/雷电将军.prefab # Assets/Scenes/乐/Sample1.unity # Assets/Scripts/乐/Fire.cs # Assets/Scripts/乐/Player.cs # Assets/Scripts/乐/Stone.cs # Assets/动画/cangjie 1.controller # Assets/动画/laohu.controller # Assets/动画/老虎冲撞.anim # Assets/动画/老虎前扑.anim # Assets/动画/老虎待机.anim # Assets/动画/老虎死亡.anim # Assets/动画/老虎走动.anim # Assets/预设/cangjie.prefab # Assets/预设/laohu.prefab # Logs/ApiUpdaterCheck.txt # UserSettings/EditorUserSettings.asset
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tiger : MonoBehaviour
{
Animator anim;
Player player;
Rigidbody2D rig;
public float dis;
public float speed;
public Vector2 bcakJumpVel;
public int dieCount;
SpriteRenderer[] childrenSp ;
public Color oriColor;
public Color hurtColor;
int count = 0;
void Start()
{
childrenSp = GetComponentsInChildren<SpriteRenderer>();
rig = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
player = FindObjectOfType<Player>(); ;
}
// Update is called once per frame
void Update()
{
if (anim.GetBool("老虎走动"))
if (Mathf.Abs(player.transform.position.x - transform.position.x) < dis)
{
anim.SetTrigger("老虎前扑");
anim.SetTrigger("老虎冲撞");
anim.SetBool("老虎走动", false);
}
}
private void FixedUpdate()
{
if (anim.GetBool("老虎走动"))
{
rig.velocity = new Vector2(speed, rig.velocity.y);
}
//else rig.velocity = Vector2.zero;
}
public void Behavior(string behaviorName)
{
try
{
//触发动画
anim.SetTrigger(behaviorName);
}
catch (System.Exception e)
{
e.ToString();
Debug.LogError("没有找到触发器" + behaviorName);
}
}
public void BackJump() {
rig.velocity = bcakJumpVel;
;
}
public void JudgeForward() {
if (Mathf.Abs(player.transform.position.x - transform.position.x) >= dis && !anim.GetBool("老虎走动"))
{
anim.SetBool("老虎走动", true);
}
else if (Mathf.Abs(player.transform.position.x - transform.position.x) < dis)
{ anim.SetTrigger("老虎冲撞");
anim.SetTrigger("老虎前扑");
anim.SetBool("老虎走动", false);
}
}
//重置所有trigger
public void ResetAllTrigger() {
rig.velocity = Vector2.zero;
AnimatorControllerParameter[] aps = anim.parameters;
for (int i = 0; i < aps.Length; i++)
{
AnimatorControllerParameter paramItem = aps[i];
if (paramItem.type == AnimatorControllerParameterType.Trigger)
{
string triggerName = paramItem.name;
bool isActive = anim.GetBool(triggerName);
if (isActive)
{
anim.ResetTrigger(triggerName);
}
}
}
}
public void Freeze() {
rig.velocity = Vector2.zero;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.TryGetComponent<Item>(out Item weapon)) {
Debug.Log(weapon.name + "" + weapon.GetIsAtk()+"打到老虎");
weapon.SetIsAtk(false);
count++;
ChangeColor();
Invoke("ResetColor",0.5f);
if (count >= dieCount) {
ResetAllTrigger();
Freeze();
anim.SetTrigger("老虎似了");
GetComponent<Collider2D>().enabled = false;
Squashed commit of the following: commit 66545e8d88f6d1c6c341217722ed596fdc47615b Author: lspdC <961907320@qq.com> Date: Wed Apr 6 12:54:54 2022 +0800 4.6 修改了切换场景BUG 补上了老虎死亡时uI动画 commit 9dbb855441c5b777bca9808280c8600e78e2363a Author: lspdC <961907320@qq.com> Date: Wed Apr 6 00:41:10 2022 +0800 4.5 简单UI动画 完成老虎boss战 场景切换会导致武器切换bug,排查中 commit f29c5c2a4cec3f062bdd6bbfd9bbb365188023d0 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:45:27 2022 +0800 4.2(已合并) 合并分支 commit aed35a5f956c1f4cce30bd86cdb40bd0773d0322 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:36:12 2022 +0800 4.2(未合并) 1、调整老虎动画,可以在简单的逻辑下连贯播放 2、修正开局没有武器会报错的bug,第一关倒下的树的树叶可以遮挡玩家。 commit 4383c04279f5a4270a3abe3b9f4cf67b4d133965 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:35:01 2022 +0800 4.1(合并后) 整合摄像机等 commit 48e7207d351cfdb9363db27c0f8c1aba91fc05d9 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:19:50 2022 +0800 4.1(未合并) commit 6154ddfbb4db880c270f650d090b47263e388cfd Author: lspdC <961907320@qq.com> Date: Thu Mar 31 00:17:09 2022 +0800 3.30 更新落雷动画,修复手持武器位置 明天整合摄像头并最后校对第一关场景和元素的大小比例 commit 28b3246896099b84afc84a05e39b581facfacce2 Author: lspdC <961907320@qq.com> Date: Mon Mar 28 11:24:23 2022 +0800 3.28(修改了京力酱场景内的player 不会报错) commit 399d8d91d968ef2e4538fc22acf2e5c9089f95cf Author: lspdC <961907320@qq.com> Date: Sun Mar 27 19:27:24 2022 +0800 3.27 整合了移动,受伤,与树、火交互的动画 物体绑定位置和部分动画衔接还有待进一步调整。 commit 76c1cf529eee651619a9542b85a90bdfe8d0bed1 Author: lspdC <961907320@qq.com> Date: Sat Mar 26 19:18:13 2022 +0800 3.26 下载美术动画素材 进一步整合中(预计还要整合一段时间,houdini还没做喵) commit 3771f6a9c19e37e50f62e5e054f2aefd94af9965 Author: lspdC <961907320@qq.com> Date: Fri Mar 25 23:39:57 2022 +0800 3.25 合并分支 commit c9c9ab412170ffd32a12b0660858625856aa3244 Author: lspdC <961907320@qq.com> Date: Thu Mar 24 22:11:29 2022 +0800 3.24 完成除boss战以外交互,逐步整合美术素材 commit 2a2a11e8514ab67008c85b25b6703888f1ed8824 Author: lspdC <961907320@qq.com> Date: Tue Mar 22 22:15:12 2022 +0800 3.22 完成了跟踪雷击与玩家的碰撞判定,玩家的受击反馈 击碎石头那边还有bug,明天再改 commit db3134349aaabb0ba0aaa64e43851ee0d6812fa0 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:51:46 2022 +0800 3.21(和霄酱搅在一起了喵) commit d5836fec13668bd6a00ab8e9377f3959d86ab037 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:49:15 2022 +0800 3.21(未合并) 完成火焰,碎石交互,武器升级替换。 设置好打雷演出框架,自动追击的雷击框架,尚未加入碰撞判定。 commit 698339a63c5ad608945a2e5702b7b216c97245c3 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:28:11 2022 +0800 3.20 和京力交融之后的版本 commit 44c4946a717cd915dae1c92cb536031abf2f9343 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:24:29 2022 +0800 3.20 整理了树木交互,写了个具体互动物品的基类。 创建了火类,实现火焰交互示意(拿上木棍才能成功交互)。 commit 1b5d15c2d2c98a71d12a79c9443d9cf4c89c7f40 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 14:43:08 2022 +0800 sb coding # Conflicts: # Assets/Scenes/乐/Sample1.unity # Assets/Scenes/乐/Sample2.unity # Assets/Scripts/乐/Player.cs # Assets/Scripts/乐/Tiger.cs # Assets/Scripts/乐/TransSense.cs # Assets/Scripts/乐/UIWord.cs # Assets/Scripts/勍/角色/PlayerControl.cs # UserSettings/EditorUserSettings.asset
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UIWord.Instance.TigerUI();
Squashed commit of the following: commit 9dbb855441c5b777bca9808280c8600e78e2363a Author: lspdC <961907320@qq.com> Date: Wed Apr 6 00:41:10 2022 +0800 4.5 简单UI动画 完成老虎boss战 场景切换会导致武器切换bug,排查中 commit f29c5c2a4cec3f062bdd6bbfd9bbb365188023d0 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:45:27 2022 +0800 4.2(已合并) 合并分支 commit aed35a5f956c1f4cce30bd86cdb40bd0773d0322 Author: lspdC <961907320@qq.com> Date: Sun Apr 3 01:36:12 2022 +0800 4.2(未合并) 1、调整老虎动画,可以在简单的逻辑下连贯播放 2、修正开局没有武器会报错的bug,第一关倒下的树的树叶可以遮挡玩家。 commit 4383c04279f5a4270a3abe3b9f4cf67b4d133965 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:35:01 2022 +0800 4.1(合并后) 整合摄像机等 commit 48e7207d351cfdb9363db27c0f8c1aba91fc05d9 Author: lspdC <961907320@qq.com> Date: Fri Apr 1 23:19:50 2022 +0800 4.1(未合并) commit 6154ddfbb4db880c270f650d090b47263e388cfd Author: lspdC <961907320@qq.com> Date: Thu Mar 31 00:17:09 2022 +0800 3.30 更新落雷动画,修复手持武器位置 明天整合摄像头并最后校对第一关场景和元素的大小比例 commit 28b3246896099b84afc84a05e39b581facfacce2 Author: lspdC <961907320@qq.com> Date: Mon Mar 28 11:24:23 2022 +0800 3.28(修改了京力酱场景内的player 不会报错) commit 399d8d91d968ef2e4538fc22acf2e5c9089f95cf Author: lspdC <961907320@qq.com> Date: Sun Mar 27 19:27:24 2022 +0800 3.27 整合了移动,受伤,与树、火交互的动画 物体绑定位置和部分动画衔接还有待进一步调整。 commit 76c1cf529eee651619a9542b85a90bdfe8d0bed1 Author: lspdC <961907320@qq.com> Date: Sat Mar 26 19:18:13 2022 +0800 3.26 下载美术动画素材 进一步整合中(预计还要整合一段时间,houdini还没做喵) commit 3771f6a9c19e37e50f62e5e054f2aefd94af9965 Author: lspdC <961907320@qq.com> Date: Fri Mar 25 23:39:57 2022 +0800 3.25 合并分支 commit c9c9ab412170ffd32a12b0660858625856aa3244 Author: lspdC <961907320@qq.com> Date: Thu Mar 24 22:11:29 2022 +0800 3.24 完成除boss战以外交互,逐步整合美术素材 commit 2a2a11e8514ab67008c85b25b6703888f1ed8824 Author: lspdC <961907320@qq.com> Date: Tue Mar 22 22:15:12 2022 +0800 3.22 完成了跟踪雷击与玩家的碰撞判定,玩家的受击反馈 击碎石头那边还有bug,明天再改 commit db3134349aaabb0ba0aaa64e43851ee0d6812fa0 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:51:46 2022 +0800 3.21(和霄酱搅在一起了喵) commit d5836fec13668bd6a00ab8e9377f3959d86ab037 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:49:15 2022 +0800 3.21(未合并) 完成火焰,碎石交互,武器升级替换。 设置好打雷演出框架,自动追击的雷击框架,尚未加入碰撞判定。 commit 698339a63c5ad608945a2e5702b7b216c97245c3 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:28:11 2022 +0800 3.20 和京力交融之后的版本 commit 44c4946a717cd915dae1c92cb536031abf2f9343 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:24:29 2022 +0800 3.20 整理了树木交互,写了个具体互动物品的基类。 创建了火类,实现火焰交互示意(拿上木棍才能成功交互)。 commit 1b5d15c2d2c98a71d12a79c9443d9cf4c89c7f40 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 14:43:08 2022 +0800 sb coding # Conflicts: # Assets/Animate/Thunder/LightActing.anim # Assets/Animate/Tree/TreeByFrame.anim # Assets/Prefabs/着火.prefab # Assets/Prefabs/石刀.prefab # Assets/Prefabs/石斧.prefab # Assets/Prefabs/雷电将军.prefab # Assets/Scenes/乐/Sample1.unity # Assets/Scripts/乐/Fire.cs # Assets/Scripts/乐/Player.cs # Assets/Scripts/乐/Stone.cs # Assets/动画/cangjie 1.controller # Assets/动画/laohu.controller # Assets/动画/老虎冲撞.anim # Assets/动画/老虎前扑.anim # Assets/动画/老虎待机.anim # Assets/动画/老虎死亡.anim # Assets/动画/老虎走动.anim # Assets/预设/cangjie.prefab # Assets/预设/laohu.prefab # Logs/ApiUpdaterCheck.txt # UserSettings/EditorUserSettings.asset
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Debug.Log("老虎似了");
}
}
}
void ChangeColor() {
foreach (SpriteRenderer sp in childrenSp)
{
sp.color = hurtColor;
}
}
void ResetColor() {
foreach (SpriteRenderer sp in childrenSp)
{
sp.color = oriColor;
}
}
}